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stack overflow in neighbors

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** Executing...

** Command: "c:\program files\steam\steamapps\cameronneujahr\sourcesdk\bin\orangebox\bin\vbsp.exe"

** Parameters: -game "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike" "C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.vmf"

 

Valve Software - vbsp.exe (Oct 25 2011)

2 threads

materialPath: c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\materials

Loading C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.vmf

ConVarRef mat_reduceparticles doesn't point to an existing ConVar

Could not locate 'GameData' key in c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\gameinfo.txt

Patching WVT material: maps/cs_ggc/nature/blenddirtgrass001a_wvt_patch

Patching WVT material: maps/cs_ggc/de_tides/blend_concrete_dirt_wvt_patch

fixing up env_cubemap materials on brush sides...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (2)

Find Visible Detail Sides...

Merged 3876 detail faces...done (4)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (2)

writing C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.prt...Building visibility clusters...

done (0)

Creating default LDR cubemaps for env_cubemap using skybox materials:

skybox/starrynight*.vmt

! Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:

skybox/starrynight*.vmt

! Run buildcubemaps in the engine to get the correct cube maps.

Finding displacement neighbors...

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (3) (777019 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Water found with no water_lod_control entity, creating a default one.

Compacting texture/material tables...

Reduced 2543 texinfos to 1272

Reduced 175 texdatas to 120 (6913 bytes to 4902)

Writing C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.bsp

21 seconds elapsed

 

** Executing...

** Command: "c:\program files\steam\steamapps\cameronneujahr\sourcesdk\bin\orangebox\bin\vrad.exe"

** Parameters: -game "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike" "C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc"

 

Valve Software - vrad.exe SSE (Oct 25 2011)

 

Valve Radiosity Simulator

2 threads

[Reading texlights from 'lights.rad']

[1 texlights parsed from 'lights.rad']

 

Loading c:\documents and settings\vincent vega\my documents\cs_ggc.bsp

No vis information, direct lighting only.

Setting up ray-trace acceleration structure... Done (12.69 seconds)

10807 faces

37 degenerate faces

330857 square feet [47643440.00 square inches]

0 Displacements

0 Square Feet [0.00 Square Inches]

Stack overflow in neighbors

 

 

** Executing...

** Command: Copy File

** Parameters: "C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.bsp" "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\maps\cs_ggc.bsp"

 

 

I don't understand how to fix this

How am I supposed to find out where this stack overflow is happening

my map has complex lighting and detailed brush work but it is nothing beyond the engine limits

ughhhh!!!!!

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I could be mistaken here, but isn't it supposed to vvis before it gets to vrad?

 

Also, I could be mistaken again, but if memory serves you could set how detailed shadows are on particular surfaces. Have you messed around with that at all?

 

EDIT: Some googling suggests that it could be an issue with lighting on a brush that has too many faces. You could try turning complex brushwork for things such as stairs in to func_detail entities.

Feel free to PM me about almost anything and I'll do my best to answer. :)

 

"Beware of what you ask for, for it may come to pass..."

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try making your lightmap scale larger (16 to 8, 8 to 4, etc)

 

THAT'S what I was thinking of when referring to shadow detail! :D

Feel free to PM me about almost anything and I'll do my best to answer. :)

 

"Beware of what you ask for, for it may come to pass..."

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